Forum posts

Posted 13 years ago2011-04-09 04:54:13 UTC
in Competition 30 Post #293257
Hahaha mario I like I like! Dude this would be pretty hard to beat. Shoulda used an alien grunt sheesh lol.
Posted 13 years ago2011-04-09 03:32:40 UTC
in Competition 30 Post #293254
Me no double post. Twhl decided my post was so cool it did it twice.
Posted 13 years ago2011-04-09 03:31:37 UTC
in Competition 30 Post #293253
scroll in SCROLL IN ! ! !,

So will there be first second and third place or only first?
Posted 13 years ago2011-04-08 05:15:46 UTC
in Half Life 1 mod: maps needed Post #293218
Well yes like storyline or something to hold the maps together. AA general idea/ storyline. You could make the story and than chop it up and hand out parts to be mapped.

Unless you just want a really random mod. Which in any case could be interesting as well. But probably won't be the best it could be or as successful.

Or atleast mention what kind of special coding you can do. What good is it if you are able to code a jetpack but everyone makes underground low ceiling maps.

Say if you said "i'm modeling and coding a cannon" than i'd map a castle or ship or big field. If you said you can make the player surf, surf maps would be made.

Think about the zombie mod for counterstrike. Someone created the mod first. Than dark scary maps with places to hide and escape were created for the mod.
Posted 13 years ago2011-04-08 05:03:15 UTC
in Competition 30 Post #293217
Haha awesome dude wowsers! ! ! ! ! Yes there is some wonderful competition going on here. We should play our maps!

I really like the clean look to your map. And the vertical and lateral gameplay. Mine was mainly vertical gameplay.

The cool toned lights with directional sprites add a lot to your map's "modern" feel.

You guys should all post the maps in the vault to get a real idea of them.

Edit: No weapons? :aggrieved: Playable version coming up asap!!! :glad:
Posted 13 years ago2011-04-08 03:51:18 UTC
in Competition 30 Post #293215
Oh cool your entering too? dang I wanted to be last.
Posted 13 years ago2011-04-07 14:47:21 UTC
in Competition 30 Post #293181
Yes i'm pretty sure the three column/beams were subconsciously inspired by one but it is a basic good way to make space more playable so not sure if it was.
Posted 13 years ago2011-04-07 07:23:26 UTC
in Competition 30 Post #293171
FINAL

SkyKnife
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Playable version:
47 Solids

trigger_push: 6 brushes "one big trigger"
sky_box: 6 brushes
trigger_teleport: 2 brushes "two teleports"
trigger_multiple: 1 brush "targets elevator"
origin: 1 brush "for elevator"
trigger_hurt: 1 brush "fall kill"

17 functional/invisible brushes. 47-17=30 solid visible brushes.

Competition entry version:
36 Solids
sky_box: 6 brushes

36-6=30 solid visible brushes.

Funny, I used rim's grass and edited vine texture. Thanks!

Don't let the wind push you to your fall as you gauss around this skyscraper summit. Take the elevator to the gauss and conveniently teleport to helpful destinations. Scared of heights? Hold the lower level secure by blasting your enemy with the shotgun and rpg. Are you skillful enough to aquire the legendary bow "awp of halflife"?

dl: http://twhl.info/vault.php?map=5608
Posted 13 years ago2011-04-07 03:39:44 UTC
in Competition 30 Post #293157
Wow captain I really like it! Good job brotha. Sorry I haven't posted mine yet, i've been at school eleven hours a day... Geez those are some intense brushes lol! I didn't go extreme with the ammount of faces.

@ door. People that have been around here for some time know better to call me... eizenhazenshagonwaggon. :lol:

Nice quailcreek, reminds me of black mesa. And the map "comboman" by mammus I think.
Posted 13 years ago2011-04-06 15:20:19 UTC
in Competition 30 Post #293128
I thought the goal was to get as much as possible out of the 30 brushes. You know, to use them as efficiently as possible to make an appealing map.

You just went at it in a different take. I didn't mean to start an argument but I just feel that even with 30 brushes it was hard to make an interesting space/map. Apparently source helps quite a lot.

@door. How come the screen in sdk show one hall and the compiled two? :aghast:
Posted 13 years ago2011-04-06 04:22:09 UTC
in Competition 30 Post #293099
Why not use all 30? This isn't 25 brushes. Looks nice though but pretty simple.

@captain sorry man just got home. Well i'll try to just post my map on here tom. after school. Which will be late but ugh been so busy at school.
Posted 13 years ago2011-04-05 16:26:39 UTC
in Hammer Shots Post #293052
Wow this was awesome Captain! I was hoping to see your starcraft map in hammer! And you made the dog from hl2? That was insane. And really nice car!

My favorite though was the first one. Such a cool map.
Posted 13 years ago2011-04-05 16:23:11 UTC
in Competition 30 Post #293051
ok will do tonight when I get home. I'm going to post mine pretty soon anyways.
Posted 13 years ago2011-04-05 15:22:17 UTC
in Competition 30 Post #293047
Yea it would just look good for the map info. I could delete the func_train elevator's origin and trigger_multiple and make it a func_plat. Delete the teleport brushes. Delete the trigger_pushes and trigger_hurt.

This would leave me with 36 solids whilst sky being six of them. I will do this just for proof.

And another question. Can't decide between five screenies. Can I have more than three? like cauf five? :walter:
Posted 13 years ago2011-04-05 06:43:27 UTC
in Man Challenges Post #293034
I grab life by the balls everyday and eat baby hamsters for breakfast!
Posted 13 years ago2011-04-05 06:11:05 UTC
in Competition 30 Post #293026
Edit: whaaa :zomg: Brush entities count? I thought it was visible ones only such as func_water etc. Because heres what I have and I am finished.

47 Solids

trigger_push: 6 brushes "one big trigger"
sky_box: 6 brushes
trigger_teleport: 2 brushes "two teleports"
trigger_multiple: 1 brush "targets elevator"
origin: 1 brush "for elevator"
trigger_hurt: 1 brush "fall kill"

17 functional/invisible brushes. 47-17=30 solid visible brushes.

If really neccesary I can get rid of them for the screen shot and than post in the vault with the extras. Either way they don't affect the maps visuals at all. Should I do this or is it fine?
Posted 13 years ago2011-04-05 04:22:02 UTC
in Half Life 1 mod: maps needed Post #293025
Lol you need more structure for a successful mod. But goodluck who knows.
Posted 13 years ago2011-04-05 04:19:47 UTC
in This Bird Post #293024
it wants Your... COCO PUFFS ! ! !NOW!
Posted 13 years ago2011-04-04 09:01:38 UTC
in Competition 30 Post #292965
Just could texture the roof and steps snow..
Posted 13 years ago2011-04-04 07:40:29 UTC
in Competition 30 Post #292963
Tis this a snow globe?

Awesome! the shack isn't snowy though.
Posted 13 years ago2011-04-04 04:38:10 UTC
in Is clip necessary? Texture effect gauss Post #292957
I changed the materials sound to everything including slush to no prevale. I also changed the scale. Hmm, maybe the name...

Edit: nope.
Posted 13 years ago2011-04-03 22:01:16 UTC
in aaatrigger texture and entities problem Post #292940
I use any texture for brush entities... :gak: Usually a concrete.
Posted 13 years ago2011-04-03 04:35:51 UTC
in Competition 30 Post #292908
Looks cool urby. Reminds me of the purple cinematic effect on warcraft 3!
Posted 13 years ago2011-04-03 03:58:54 UTC
in Is clip necessary? Texture effect gauss Post #292907
Hmm i'll give it a shot.
Posted 13 years ago2011-04-02 18:07:59 UTC
in Competition 30 Post #292886
I might post an elevation. But for the most part it will be a surprise.

Well by playable I mean did you make it to be a dm map or not. Yea it wouldn't probably be fun unless you had planned it to be for it from the start. But I don't think gameplay will affect the screenshots...
Posted 13 years ago2011-04-02 17:35:09 UTC
in Is clip necessary? Texture effect gauss Post #292883
Ok well guess I don't need them. I know we can have solids that aren't visible but 17 is a lot so it will help.

So does anyone know the answer to my second question? ? ?
Posted 13 years ago2011-04-02 16:34:57 UTC
in Is clip necessary? Texture effect gauss Post #292876
Are clip brushes really necessary to stop the player from touching "in this case" the sky box. I know you used to be able to go through it but not anymore. I want my map to appear to have as little solids bc it is for the 30 brush comp. and if I can avoid having the 6 brush clip box I will do so.

Also does texture affect the gauss's ricochet ammount? On a map I just made I have a texture that is extremely reflective to it. It is a beige colored large texture 256x256 I think that is scaled down to .20 x .20.
Posted 13 years ago2011-04-02 16:27:16 UTC
in teleport is not working Post #292875
Yea its a cool glitch you can use in your maps as i accidentaly did in flow control! It helps get the egon.
Posted 13 years ago2011-04-02 16:20:46 UTC
in Competition 30 Post #292874
why only 21 solids? The limit was 30. And Kraken i'm really just using the extra time to my advantage incase I want to change anything else. Yours is really cool btw! Is it playable?
Posted 13 years ago2011-04-02 07:47:47 UTC
in Hammer Shots Post #292848
lol hahaha. Yea captain thats a remake of mario's lair/castle from super mario 3. And the amusement park is from my puzzle competition entry.

The stuff laying out on the side is from when I was making the metroid hunter ship from remake a game competition. It was a really good exercise.

Oh yea, radcore:
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Edit, too bad I don't have all the rmf.s from my metroid mod. I need to find them they are really intense.
Posted 13 years ago2011-04-02 05:35:38 UTC
in Hammer Shots Post #292841
I've decided to share some shots from hammer. If you're familiar with any of my maps these might be pretty interesting to see. A few are architecture practice that no one has seen. Feel free to comment and add your own hammer shots!

These are just from some of my maps.
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Posted 13 years ago2011-04-02 03:01:43 UTC
in Competition 30 Post #292836
Lol potatis the point is use 30 visible brushes. If you did something like that it would be obvious and you'd be disqualified.

I used a few sprites to accentuate lighting and movement. Also crammed in as much ambience as I could to add another dimension though won't help for judgement. I think playability of the map should contribute to its chances.
Posted 13 years ago2011-04-02 00:46:35 UTC
in Competition 30 Post #292827
Lol ima wait for a bit. May change some and want it out at the end so it is fresh when judged. And people don't know what there up against. I always wait. Or just spend till the end anyways. Can you feel the suspense building? :quizzical:
Posted 13 years ago2011-04-01 23:35:28 UTC
in Competition 30 Post #292823
Done! :plastered: With 7 days to spare. Now to take some screenies. I'll upload pics and the map near the end.
Posted 13 years ago2011-04-01 15:46:23 UTC
in Post your screenshots! WIP thread Post #292799
Looks nice ninja!
Posted 13 years ago2011-04-01 07:17:52 UTC
in Competition 30 Post #292779
Alright well after working on it for some time I am really pleased with it. It has gameplay and looks good for its size. I'm surprised at the matter of detail you can get out of a single brush.

@Crollo, you can figure the layout but just understand that it has to be simple. So pick a theme that is really simple and it helps a lot.

I'm completely done with the mapping besides some minor tweaking and texturing. Just have to add weapons, start locations, ambience, more lighting etc...

I'm no longer "as" jealous :ciggie:
Posted 13 years ago2011-04-01 04:00:57 UTC
in Competition 30 Post #292769
So i've reached 30 really quickly. I'm jealous of those 20 brush maps that look more complex than mine. I may have to take another go at this after completing this one.
Posted 13 years ago2011-04-01 01:30:54 UTC
in 8.9 Earthquake Hits Northern Japan Post #292768
Agreed, its "good" to worry about this. Just like I worry about the fluoride in tap water.
Posted 13 years ago2011-03-31 04:41:14 UTC
in Competition 30 Post #292722
You should. Lol Daub that was fun eee :nuts:
Posted 13 years ago2011-03-31 01:09:17 UTC
in Competition 30 Post #292700
Why is he banned?
Posted 13 years ago2011-03-30 16:13:33 UTC
in The whole Graph Life Post #292692
I lol'ed at almost everyone's. :lol:
Posted 13 years ago2011-03-30 06:21:10 UTC
in The whole Graph Life Post #292684
Posted 13 years ago2011-03-30 01:59:19 UTC
in Competition 30 Post #292680
AHHA! Got an idea, finally...
Posted 13 years ago2011-03-30 00:47:06 UTC
in Competition 30 Post #292677
Soup I feel like you have what it takes to win this one with some of your map's beauty in simplicity. I hope you enter too Rim! I shouldn't enter since i'm way behind on an architecture project but i'm going to try.
Posted 13 years ago2011-03-29 16:37:43 UTC
in Competition 30 Post #292670
I think it makes it look interesting when it is obviously playable.
Posted 13 years ago2011-03-29 02:09:04 UTC
in Competition 30 Post #292655
I'll get a dab of work in tonight as well. After my homework that is...

I like it Skals!
Posted 13 years ago2011-03-28 17:03:10 UTC
in Competition 30 Post #292626
Yea I noticed Leon_Kilean from mapcore used his own textures to avoid clipping as much as possible. And to a very effective use!
Posted 13 years ago2011-03-28 16:44:24 UTC
in Competition 30 Post #292619
I'll start planning mine tonight. Looks cool captain! I'm going to create a space rather than an object.
Posted 13 years ago2011-03-28 14:53:31 UTC
in Competition 30 Post #292610
I voted for 1024 too but this one is a little more interesting. And 30 is much better than 20.

I was going to say shouldn't vissible brush entities count but not ones like trigger_push or anything because they don't contribute to the visible experience. Either way guess it doesn't matter.
Posted 13 years ago2011-03-28 02:21:19 UTC
in Competition 30 Post #292574
You guys aren't spending enough time on this lol. Use the two weeks up!

Blitzkrieg thats awesome dude!

I think playability should have some role hear. I will atleast submit mine to the vault...